At the beginning of each upkeep, count the number of permanents. If the number is odd, until end of turn, red creatures get +1/+1 and whenever a player taps a Mountain for mana, its controller adds {R} to his or her mana pool. If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, it produces colorless mana instead of any other type.

Chaos Moon

{3}{R}

Enchantment

At the beginning of each upkeep, count the number of permanents. If the number is odd, until end of turn, red creatures get +1/+1 and whenever a player taps a Mountain for mana, that player adds {R} to his or her mana pool. If the number is even, until end of turn, red creatures get -1/-1 and if a player taps a Mountain for mana, that Mountain produces colorless mana instead of any other type.

At end of combat, if Clockwork Steed attacked or blocked this turn, remove a +1/+0 counter from it.

{X}, {T}: Put X +1/+0 counters on Clockwork Steed. Play this ability only during your upkeep.

0/3

Clockwork Steed

{4}

Artifact Creature — Horse

Clockwork Steed comes into play with four +1/+0 counters on it.

Clockwork Steed can't be blocked by artifact creatures.

At end of combat, if Clockwork Steed attacked or blocked this turn, remove a +1/+0 counter from it.

{X}, {T}: Put up to X +1/+0 counters on Clockwork Steed. This ability can't cause the total number of +1/+0 counters on Clockwork Steed to be greater than four. Play this ability only during your upkeep.

At end of combat, if Clockwork Swarm attacked or blocked this turn, remove a +1/+0 counter from it.

{X}, {T}: Put X +1/+0 counters on Clockwork Swarm. Play this ability only during your upkeep.

0/3

Clockwork Swarm

{4}

Artifact Creature — Insect

Clockwork Swarm comes into play with four +1/+0 counters on it.

Clockwork Swarm can't be blocked by Walls.

At end of combat, if Clockwork Swarm attacked or blocked this turn, remove a +1/+0 counter from it.

{X}, {T}: Put up to X +1/+0 counters on Clockwork Swarm. This ability can't cause the total number of +1/+0 counters on Clockwork Swarm to be greater than four. Play this ability only during your upkeep.

Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer in play but doesn't, that opponent changes one of its targets to a Flagbearer.

Coalition Flag

{W}

Enchantment — Aura

Enchant creature you control

Enchanted creature is a Flagbearer.

Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer in play but doesn't, that opponent changes one of its targets to a Flagbearer.

Whenever Gemini Engine attacks, put an attacking Twin artifact creature token into play. Its power is equal to Gemini Engine's power and its toughness is equal to Gemini Engine's toughness. Sacrifice the token at end of combat.

3/4

Gemini Engine

{6}

Artifact Creature — Construct

Whenever Gemini Engine attacks, put an attacking Construct artifact creature token named Twin into play. Its power is equal to Gemini Engine's power and its toughness is equal to Gemini Engine's toughness. Sacrifice the token at end of combat.

Whenever a creature dealt damage by Krovikan Vampire this turn is put into a graveyard, put that card into play under your control at end of turn. Sacrifice the creature when you lose control of Krovikan Vampire.

3/3

Krovikan Vampire

{3}{B}{B}

Creature — Vampire

At end of turn, if a creature dealt damage by Krovikan Vampire this turn was put into a graveyard, put that card into play under your control. Sacrifice the creature when you lose control of Krovikan Vampire.

As Nameless Race comes into play, pay X life. X can't be more than the total number of white cards all opponents control plus the total number of white cards in their graveyards.

Nameless Race's power and toughness are each equal to the life paid as it came into play.

*/*

Nameless Race

{3}{B}

Creature

Trample

As Nameless Race comes into play, pay any amount of life. The amount you pay can't be more than the total number of white nontoken permanents all opponents control plus the total number of white cards in their graveyards.

Nameless Race's power and toughness are each equal to the life paid as it came into play.

Threshold — {G}{W}: Nantuko Monastery becomes a 4/4 green and white creature with first strike until end of turn. It's still a land. Play this ability only if seven or more cards are in your graveyard.

Nantuko Monastery

Land

{T}: Add {1} to your mana pool.

Threshold — {G}{W}: Nantuko Monastery becomes a 4/4 green and white Insect Monk creature with first strike until end of turn. It's still a land. Play this ability only if seven or more cards are in your graveyard.

You may choose not to untap Old Man of the Sea during your untap step.

{T}: Gain control of target creature with power equal to or less than the power of Old Man of the Sea as long as Old Man of the Sea remains tapped and its power remains equal to or greater than the creature's power.

2/3

Old Man of the Sea

{1}{U}{U}

Creature — Djinn

You may choose not to untap Old Man of the Sea during your untap step.

{T}: Gain control of target creature with power less than or equal to Old Man of the Sea's power as long as Old Man of the Sea remains tapped and that creature's power remains less than or equal to Old Man of the Sea's power.

When Stangg comes into play, if Stangg is in play, put a legendary 3/4 red and green Stangg-Twin creature token into play. When Stangg leaves play, remove that token from the game. When that token leaves play, sacrifice Stangg.

3/4

Stangg

{4}{R}{G}

Legendary Creature — Human Warrior

When Stangg comes into play, if Stangg is in play, put a legendary 3/4 red and green Human Warrior creature token named Stangg Twin into play. When Stangg leaves play, remove that token from the game. When that token leaves play, sacrifice Stangg.

Choose one — Target creature gains flying until end of turn; or target creature's type becomes the creature type of your choice until end of turn; or look at the top four cards of your library, then put them back in any order.

Trickery Charm

{U}

Instant

Choose one — Target creature gains flying until end of turn; or target creature becomes the creature type of your choice until end of turn; or look at the top four cards of your library, then put them back in any order.

As Vesuvan Doppelganger comes into play, you may choose a creature in play. If you do, Vesuvan Doppelganger comes into play as a copy of that creature except for its color and gains "At the beginning of your upkeep, you may have this creature become a copy of target creature except for its color. If you do, this creature gains this ability."

*/*

Vesuvan Doppelganger

{3}{U}{U}

Creature — Shapeshifter

As Vesuvan Doppelganger comes into play, you may choose a creature in play. If you do, Vesuvan Doppelganger comes into play as a copy of that creature except for its color and gains "At the beginning of your upkeep, you may have this creature become a copy of target creature except for its color. If you do, this creature gains this ability."

Choose one — Target artifact phases out; or target player puts the top four cards of his or her library into his or her graveyard; or choose a land type and a basic land type, and the land type of each land of the first chosen type becomes the second chosen type until end of turn.

Vision Charm

{U}

Instant

Choose one — Target artifact phases out; or target player puts the top four cards of his or her library into his or her graveyard; or choose a land type and a basic land type, and each land of the first chosen type becomes the second chosen type until end of turn.

When Academy Rector is put into a graveyard from play, you may remove Academy Rector from the game. If you do, search your library for an enchantment card and put that card into play. Then shuffle your library.

1/2

Academy Rector

{3}{W}

Creature — Human Cleric

When Academy Rector is put into a graveyard from play, you may remove Academy Rector from the game. If you do, search your library for an enchantment card and put that card into play. Then shuffle your library.

Modular—Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

0/0

Arcbound Wanderer

{6}

Artifact Creature — Golem

Modular—Sunburst (This comes into play with a +1/+1 counter on it for each color of mana used to pay its cost. When it's put into a graveyard, you may put its +1/+1 counters on target artifact creature.)

Whenever Avenging Druid deals damage to an opponent, you may reveal cards from the top of your library until you reveal a land card. Put that card into play and put all other cards revealed this way into your graveyard.

1/3

Avenging Druid

{2}{G}

Creature — Human Druid

Whenever Avenging Druid deals damage to an opponent, you may reveal cards from the top of your library until you reveal a land card. Put that card into play and put all other cards revealed this way into your graveyard.

{T}: Change the text of target white enchantment you control that doesn't have cumulative upkeep by replacing all instances of one color word with another. That enchantment gains "Cumulative upkeep {1}." (For example, you may change "counters black spells" to "counters blue spells.")

1/1

Balduvian Shaman

{U}

Creature — Human Cleric Shaman

{T}: Change the text of target white enchantment you control that doesn't have cumulative upkeep by replacing all instances of one color word with another. That enchantment gains "Cumulative upkeep {1}." (For example, you may change "counters black spells" to "counters blue spells.")

When Blazing Effigy is put into a graveyard from play, Blazing Effigy deals X damage to target creature, where X is 3 plus the amount of damage dealt to Blazing Effigy this turn by other sources named Blazing Effigy.

0/3

Blazing Effigy

{1}{R}

Creature — Elemental

When Blazing Effigy is put into a graveyard from play, Blazing Effigy deals X damage to target creature, where X is 3 plus the amount of damage dealt to Blazing Effigy this turn by other sources named Blazing Effigy.

Threshold — {1}{B}, {T}, Remove two cards in your graveyard from the game: Target player discards a card. Play this ability only any time you could play a sorcery, and only if seven or more cards are in your graveyard.

1/1

Cabal Inquisitor

{1}{B}

Creature — Human Minion

Threshold — {1}{B}, {T}, Remove two cards in your graveyard from the game: Target player discards a card. Play this ability only any time you could play a sorcery, and only if seven or more cards are in your graveyard.

Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer in play but doesn't, that opponent changes one of its targets to a Flagbearer.

2/4

Coalition Honor Guard

{3}{W}

Creature — Human Flagbearer

Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer in play but doesn't, that opponent changes one of its targets to a Flagbearer.

{1}{B}, {T}, Discard a card: Name a card. Remove the top six cards of your library from the game. Reveal cards from the top of your library until you reveal the named card, then put that card into your hand. Remove all other cards revealed this way from the game.

1/1

Divining Witch

{1}{B}

Creature — Human Spellshaper

{1}{B}, {T}, Discard a card: Name a card. Remove the top six cards of your library from the game. Reveal cards from the top of your library until you reveal the named card, then put that card into your hand. Remove all other cards revealed this way from the game.

If damage would be dealt to Dralnu, sacrifice that many permanents instead.

{T}: Target instant or sorcery card in your graveyard has flashback until end of turn. Its flashback cost becomes equal to its mana cost as you play it. (You may play that card from your graveyard for its flashback cost. Then remove it from the game.)

3/3

Dralnu, Lich Lord

{3}{U}{B}

Legendary Creature — Zombie

If damage would be dealt to Dralnu, sacrifice that many permanents instead.

{T}: Target instant or sorcery card in your graveyard has flashback until end of turn. Its flashback cost becomes equal to its mana cost as you play it. (You may play that card from your graveyard for its flashback cost. Then remove it from the game.)

At end of combat, put a paralyzation counter on all creatures blocking or blocked by Dread Wight and tap those creatures. They gain "If this creature has a paralyzation counter on it, it doesn't untap during its controller's untap step" and "{4}: Remove a paralyzation counter from this creature."

3/4

Dread Wight

{3}{B}{B}

Creature — Zombie

At end of combat, put a paralyzation counter on all creatures blocking or blocked by Dread Wight and tap those creatures. They gain "If this creature has a paralyzation counter on it, it doesn't untap during its controller's untap step" and "{4}: Remove a paralyzation counter from this creature."

As Frankenstein's Monster comes into play, remove X creature cards in your graveyard from the game. If you can't, put Frankenstein's Monster into its owner's graveyard instead of into play. For each creature card removed this way, Frankenstein's Monster comes into play with a +2/+0, +1/+1, or +0/+2 counter.

0/1

Frankenstein's Monster

{X}{B}{B}

Creature — Zombie

As Frankenstein's Monster comes into play, remove X creature cards in your graveyard from the game. If you can't, put Frankenstein's Monster into its owner's graveyard instead of into play. For each creature card removed this way, Frankenstein's Monster comes into play with a +2/+0, +1/+1, or +0/+2 counter.

When Giant Albatross is put into a graveyard from play, you may pay {1}{U}. If you do, for each creature that dealt damage to Giant Albatross this turn, destroy that creature unless its controller pays 2 life. A creature destroyed this way can't be regenerated.

1/1

Giant Albatross

{1}{U}

Creature — Bird

Flying

When Giant Albatross is put into a graveyard from play, you may pay {1}{U}. If you do, for each creature that dealt damage to Giant Albatross this turn, destroy that creature unless its controller pays 2 life. A creature destroyed this way can't be regenerated.

{T}: Choose target artifact a player controls and target artifact card in that player's graveyard. If both targets are still legal as this ability resolves, that player sacrifices the artifact in play, then puts the other artifact from his or her graveyard into play.

1/1

Goblin Welder

{R}

Creature — Goblin Artificer

{T}: Choose target artifact a player controls and target artifact card in that player's graveyard. If both targets are still legal as this ability resolves, that player sacrifices the artifact in play, then puts the other artifact from his or her graveyard into play.

Dredge 3 (If you would draw a card, instead you may put exactly three cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

3/3

Greater Mossdog

{3}{G}

Creature — Fungus Hound

Dredge 3 (If you would draw a card, instead you may put exactly three cards from the top of your library into your graveyard. If you do, return this card from your graveyard to your hand. Otherwise, draw a card.)

At the beginning of your upkeep, if Hazezon Tamar came into play since the beginning of your last upkeep, put a 1/1 red, green, and white Sand Warrior creature token into play for each land you control. Those creatures have "When a permanent named Hazezon Tamar isn't in play, remove this creature from the game."

2/4

Hazezon Tamar

{4}{R}{G}{W}

Legendary Creature — Human Warrior

At the beginning of your upkeep, if Hazezon Tamar came into play since the beginning of your last upkeep, put a 1/1 red, green, and white Sand Warrior creature token into play for each land you control. Those creatures have "When a permanent named Hazezon Tamar isn't in play, remove this creature from the game."

At the beginning of your upkeep, sacrifice two Swamps. If you can't, tap Infernal Denizen, and an opponent may gain control of the creature you control of his or her choice. That opponent retains control of that creature as long as Infernal Denizen remains in play.

{T}: Gain control of target creature as long as Infernal Denizen remains in play.

5/7

Infernal Denizen

{7}{B}

Creature — Demon

At the beginning of your upkeep, sacrifice two Swamps. If you can't, tap Infernal Denizen, and an opponent may gain control of the creature you control of his or her choice. That opponent retains control of that creature as long as Infernal Denizen remains in play.

{T}: Gain control of target creature as long as Infernal Denizen remains in play.

At the beginning of your combat phase, you may have Johan gain "Johan can't attack" until end of combat. If you do, attacking doesn't cause creatures you control to tap this combat if Johan is untapped.

5/4

Johan

{3}{R}{G}{W}

Legendary Creature — Human Wizard

At the beginning of your combat phase, you may have Johan gain "Johan can't attack" until end of combat. If you do, attacking doesn't cause creatures you control to tap this combat if Johan is untapped.

{T}: Target creature gets +1/+1 until end of turn. When that creature leaves play this turn, sacrifice Kjeldoran Guard. Play this ability only during combat and only if defending player controls no snow lands.

1/1

Kjeldoran Guard

{1}{W}

Creature — Human Soldier

{T}: Target creature gets +1/+1 until end of turn. When that creature leaves play this turn, sacrifice Kjeldoran Guard. Play this ability only during combat and only if defending player controls no snow lands.

{B}: If Lesser Werewolf's power is 1 or more, it gets -1/-0 until end of turn and put a -0/-1 counter on target creature blocking or blocked by Lesser Werewolf. Play this ability only during the declare blockers step.

2/4

Lesser Werewolf

{3}{B}

Creature — Human Wolf

{B}: If Lesser Werewolf's power is 1 or more, it gets -1/-0 until end of turn and put a -0/-1 counter on target creature blocking or blocked by Lesser Werewolf. Play this ability only during the declare blockers step.

{1}{U}, {T}: Untap target artifact an opponent controls and gain control of it until end of turn. If it's an artifact creature, it gains haste until end of turn. When you lose control of the artifact, tap it.

1/1

Magus of the Unseen

{1}{U}

Creature — Human Wizard

{1}{U}, {T}: Untap target artifact an opponent controls and gain control of it until end of turn. If it's an artifact creature, it gains haste until end of turn. When you lose control of the artifact, tap it.

{T}: You and target opponent each choose a target creature the other controls. Flip a coin. If you win the flip, destroy the creature you chose. If you lose the flip, destroy the creature your opponent chose.

2/1

Mogg Assassin

{2}{R}

Creature — Goblin Assassin

{T}: You and target opponent each choose a target creature the other controls. Flip a coin. If you win the flip, destroy the creature you chose. If you lose the flip, destroy the creature your opponent chose.

{X}, {T}: Name a card. Target opponent reveals X cards at random from his or her hand. That player then discards all the revealed cards that are the named card. Play this ability only during your turn.

3/3

Nebuchadnezzar

{3}{U}{B}

Legendary Creature — Human Wizard

{X}, {T}: Name a card. Target opponent reveals X cards at random from his or her hand. That player then discards all the revealed cards that are the named card. Play this ability only during your turn.

{T}: Target opponent chooses any number of creatures he or she controls. During that player's next turn, those creatures attack if able, and other creatures can't attack. At the end of that turn, destroy each of those creatures that didn't attack. Play this ability only during your turn.

1/1

Oracle en-Vec

{1}{W}

Creature — Human Wizard

{T}: Target opponent chooses any number of creatures he or she controls. During that player's next turn, those creatures attack if able, and other creatures can't attack. At the end of that turn, destroy each of those creatures that didn't attack. Play this ability only during your turn.

{T}: Target creature you control with toughness 2 or less gets +1/+1 and gains flying until end of turn. When Phantasmal Mount leaves play this turn, sacrifice that creature. When the creature leaves play this turn, sacrifice Phantasmal Mount.

1/1

Phantasmal Mount

{1}{U}

Creature — Illusion Horse

Flying

{T}: Target creature you control with toughness 2 or less gets +1/+1 and gains flying until end of turn. When Phantasmal Mount leaves play this turn, sacrifice that creature. When the creature leaves play this turn, sacrifice Phantasmal Mount.

At the beginning of your upkeep, put a +1/+1 counter on Phantasmal Sphere, then sacrifice Phantasmal Sphere unless you pay {1} for each +1/+1 counter on it.

When Phantasmal Sphere leaves play, put a blue Orb creature token with flying into play under an opponent's control. That creature's power and toughness are each equal to the number of +1/+1 counters on Phantasmal Sphere.

0/1

Phantasmal Sphere

{1}{U}

Creature — Illusion

Flying

At the beginning of your upkeep, put a +1/+1 counter on Phantasmal Sphere, then sacrifice Phantasmal Sphere unless you pay {1} for each +1/+1 counter on it.

When Phantasmal Sphere leaves play, put a blue Orb creature token with flying into play under an opponent's control. That creature's power and toughness are each equal to the number of +1/+1 counters on Phantasmal Sphere.

Remove the top card of your library from the game: Put X +1/+1 counters on Phyrexian Devourer, where X is the removed card's converted mana cost. If Phyrexian Devourer's power is 7 or greater, sacrifice it.

1/1

Phyrexian Devourer

{6}

Artifact Creature — Construct

When Phyrexian Devourer's power is 7 or greater, sacrifice it.

Remove the top card of your library from the game: Put X +1/+1 counters on Phyrexian Devourer, where X is the removed card's converted mana cost. If Phyrexian Devourer's power is 7 or greater, sacrifice it.

Threshold — As long as seven or more cards are in your graveyard, Reborn Hero has "When Reborn Hero is put into a graveyard from play, you may pay {W}{W}. If you do, return Reborn Hero to play under your control."

2/2

Reborn Hero

{2}{W}

Creature — Human Soldier

Vigilance

Threshold — As long as seven or more cards are in your graveyard, Reborn Hero has "When Reborn Hero is put into a graveyard from play, you may pay {W}{W}. If you do, return Reborn Hero to play under your control."

At the beginning of your upkeep, put a wage counter on Rogue Skycaptain, then you may pay {2} for each wage counter on it. If you don't pay, remove all wage counters from Rogue Skycaptain and an opponent gains control of it.

3/4

Rogue Skycaptain

{2}{R}

Creature — Human Rogue Mercenary

Flying

At the beginning of your upkeep, put a wage counter on Rogue Skycaptain, then you may pay {2} for each wage counter on it. If you don't pay, remove all wage counters from Rogue Skycaptain and an opponent gains control of it.

At the beginning of your upkeep, unless you pay {R}{R}{R}, an opponent gains control of Rohgahh of Kher Keep and all creatures you control named Kobolds of Kher Keep. If a player gains control of a creature this way, tap it. (This effect doesn't end at end of turn.)

Creatures you control named Kobolds of Kher Keep get +2/+2.

5/5

Rohgahh of Kher Keep

{2}{B}{B}{R}{R}

Legendary Creature — Kobold

At the beginning of your upkeep, unless you pay {R}{R}{R}, an opponent gains control of Rohgahh of Kher Keep and all creatures you control named Kobolds of Kher Keep. If a player gains control of a creature this way, tap it. (This effect doesn't end at end of turn.)

Whenever Rootwater Thief deals combat damage to a player, you may pay {2}. If you do, search that player's library for a card and remove that card from the game, then the player shuffles his or her library.

1/2

Rootwater Thief

{1}{U}

Creature — Merfolk Rogue

{U}: Rootwater Thief gains flying until end of turn.

Whenever Rootwater Thief deals combat damage to a player, you may pay {2}. If you do, search that player's library for a card and remove that card from the game, then the player shuffles his or her library.

Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer in play but doesn't, that opponent changes one of its targets to a Flagbearer.

1/1

Standard Bearer

{1}{W}

Creature — Human Flagbearer

Whenever a spell or ability an opponent controls is put onto the stack, if that spell or ability could target a Flagbearer in play but doesn't, that opponent changes one of its targets to a Flagbearer.

Whenever Stromgald Spy attacks and isn't blocked, you may have defending player play with his or her hand revealed as long as Stromgald Spy remains in play. If you do, Stromgald Spy deals no combat damage this turn.

2/4

Stromgald Spy

{3}{B}

Creature — Human Rogue

Whenever Stromgald Spy attacks and isn't blocked, you may have defending player play with his or her hand revealed as long as Stromgald Spy remains in play. If you do, Stromgald Spy deals no combat damage this turn.

{1}: Sworn Defender's power becomes the toughness of target creature blocking or being blocked by Sworn Defender minus 1 until end of turn, and Sworn Defender's toughness becomes 1 plus the power of that creature until end of turn.

1/3

Sworn Defender

{2}{W}{W}

Creature — Human Knight

{1}: Sworn Defender's power becomes the toughness of target creature blocking or being blocked by Sworn Defender minus 1 until end of turn, and Sworn Defender's toughness becomes 1 plus the power of that creature until end of turn.

At the beginning of your upkeep, you may remove any number of Tetravites created with Tetravus from the game. For each Tetravite removed this way, put a +1/+1 counter on Tetravus. Then you may remove any number of +1/+1 counters from Tetravus. For each +1/+1 counter removed this way, put into play a 1/1 Tetravite artifact creature token with flying and with "Tetravite can't be enchanted."

1/1

Tetravus

{6}

Artifact Creature — Construct

Flying

Tetravus comes into play with three +1/+1 counters on it.

At the beginning of your upkeep, you may remove any number of Tetravites created with Tetravus from the game. For each Tetravite removed this way, put a +1/+1 counter on Tetravus. Then you may remove any number of +1/+1 counters from Tetravus. For each +1/+1 counter removed this way, put into play a 1/1 Tetravite artifact creature token with flying and with "Tetravite can't be enchanted."

Remove Timmerian Fiends from your deck before playing if you're not playing for ante.

{B}{B}{B}, Sacrifice Timmerian Fiends: The owner of target artifact may ante the top card of his or her library. If that player doesn't, exchange ownership of that artifact and Timmerian Fiends. Put the artifact card into your graveyard and Timmerian Fiends from anywhere into that player's graveyard. This change in ownership is permanent.

1/1

Timmerian Fiends

{1}{B}{B}

Creature — Horror

Remove Timmerian Fiends from your deck before playing if you're not playing for ante.

{B}{B}{B}, Sacrifice Timmerian Fiends: The owner of target artifact may ante the top card of his or her library. If that player doesn't, exchange ownership of that artifact and Timmerian Fiends. Put the artifact card into your graveyard and Timmerian Fiends from anywhere into that player's graveyard. This change in ownership is permanent.

When Veteran Explorer is put into a graveyard from play, each player may search his or her library for up to two basic land cards and put them into play. Then each player who searched his or her library this way shuffles it.

1/1

Veteran Explorer

{G}

Creature — Human Soldier Scout

When Veteran Explorer is put into a graveyard from play, each player may search his or her library for up to two basic land cards and put them into play. Then each player who searched his or her library this way shuffles it.

{G}{G}, {T}: Target creature can't be regenerated this turn. Damage that would be dealt to that creature this turn can't be prevented or dealt instead to another creature or player. When the creature is put into a graveyard this turn, remove the creature from the game.

1/1

Whippoorwill

{G}

Creature — Bird

{G}{G}, {T}: Target creature can't be regenerated this turn. Damage that would be dealt to that creature this turn can't be prevented or dealt instead to another creature or player. When the creature is put into a graveyard this turn, remove the creature from the game.

When Adder-Staff Boggart comes into play, clash with an opponent. If you win, put a +1/+1 counter on Adder-Staff Boggart. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

{1}{R}: Put a +1/+1 counter on Ashling the Pilgrim. If this is the third time this ability has resolved this turn, remove all +1/+1 counters from Ashling the Pilgrim, and it deals that much damage to each creature and each player.

When Bog Hoodlums comes into play, clash with an opponent. If you win, put a +1/+1 counter on Bog Hoodlums. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

Counter target spell unless its controller pays {X}. Clash with an opponent. If you win, that spell's controller puts the top four cards of his or her library into his or her graveyard. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)

As long as a creature card with flying is in a graveyard, Cairn Wanderer has flying. The same is true for fear, first strike, double strike, deathtouch, haste, landwalk, lifelink, protection, reach, trample, shroud, and vigilance.

At the end of your turn, clash with an opponent. If you win, gain control of enchanted creature. Otherwise, that player gains control of enchanted creature. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)